Shader "Custom/NewSurfaceShader"
{
    Properties
    {
        _Color ("Color", Color) = (1,1,1,1)
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _Glossiness ("Smoothness", Range(0,1)) = 0.5
        _Metallic ("Metallic", Range(0,1)) = 0.0
        _alpha("透明度", Range(0,1)) =0.5
    }
    SubShader
    {
       Tags {
        "Queue"="Transparent" 
       "RenderType"="Transparent" 
       "XRay"="RedSilhouette"
       }

        ZWrite Off
        ZTest Always
        Blend SrcAlpha OneMinusSrcAlpha
        LOD 200
    
        CGPROGRAM
        // Physically based Standard lighting model, and enable shadows on all light types
        #pragma surface surf Standard fullforwardshadows

        // Use shader model 3.0 target, to get nicer looking lighting
        #pragma target 3.0

        sampler2D _MainTex;

        struct Input
        {
            float2 uv_MainTex;
        };

        half _Glossiness;
        half _Metallic;
        half _alpha;
        fixed4 _Color;

        // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
        // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
        // #pragma instancing_options assumeuniformscaling
        UNITY_INSTANCING_BUFFER_START(Props)
            // put more per-instance properties here
        UNITY_INSTANCING_BUFFER_END(Props)

        void surf (Input IN, inout SurfaceOutputStandard o)
        {
       
     // 计算强度，取余
    float strength = fmod(IN.uv_MainTex.y * 10.0, 1.0);

    // 使用阶梯函数 step 将小于0.8的部分设为0
    strength = step(0.3, strength);

    // 设置表面颜色
    o.Albedo = fixed3(strength, strength, strength);
    o.Alpha = 1.0*_alpha*0.5;
        }
        ENDCG

    }
    FallBack "Transparent/Cutout/VertexLit"
}
